;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
40      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Fire Powar,         4,-2,  no,  no,  3, 4    ; AFl
Mortar,             5, 1,  no,  no,  1, 3    ; Alp
Commercial,         0, 0,  nil, nil, 0, 0    ; Amp
Astronomy,          4, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  no,  Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  no,  no,  0, 4    ; Bri
Bronze Working,     6,-1,  no,  no,  0, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  no,  0, 2    ; Cer
Chemistry,          5,-1,  no,  no,  1, 3    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  no,  0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  0, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            0, 0,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
French Code,        3, 0,  no,  no,  0, 0    ; U1 
British Code,       3, 0,  no,  no,  0, 0    ; U2 
Indian Code,        3, 0,  no,  no,  0, 0    ; U3 
Europian Code,      3, 0,  no,  no,  0, 0    ; X1 
Defens,             3, 0,  no,  no,  0, 0    ; X2 
Nothing,            3, 0,  no,  no,  0, 0    ; X3 
Wilderness,         3, 0,  no,  no,  0, 0    ; X4 
British Army,       3, 0,  no,  no,  0, 0    ; X5 
Muskets,            3, 0,  no,  no,  0, 0    ; X6 
Cannons,            0, 0,  no,  nil, 0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
House of Council,         10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    nil,
Churh,                     4, 1,    no, 
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    no, 
Courthouse,                8, 1,    no, 
City Walls,               30, 0,    nil,
Water-Supply,              4, 2,    no, 
Fur trading post,         12, 3,    nil,
Cathedral,                12, 3,    no, 
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Theatre,                  10, 4,    no, 
Armory,                   20, 4,    Amp,
Armory,                   32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewerage,                 12, 2,    no, 
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbour,                   6, 1,    no, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Pillar of Tortures,        4, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Bell,                     20, 0,    no, 
Garden,                   20, 0,    no, 
Totem,                    20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Manito Tample,            30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Chapel,                   40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
King's Theatre,           30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
Big Cathedral,            40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Treasury,                 40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Harem,                    60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Military Hospital,        60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Bell
nil,        ; Garden
nil,        ; Totem
Mag,        ; Lighthouse
E1,         ; Great Library
nil,        ; Manito Tample
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; King's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; Big Cathedral
nil,        ; Isaac Newton's College
nil,        ; Treasury
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Harem
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Military Hospital


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Pioneer,      nil, 0,  1.,0,  0a,1d,  2h,1f,  8,0,  5, X1,  000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Ato, 000000000000000
Warriors,     nil, 0,  1.,0,  3a,2d,  2h,2f,  2,0,  1, U3,  000001000000010
Dead Body,    no,  0,  0.,0,  0a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Soldier,      no,  0,  0.,0,  0a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Trooper,      no,  0,  0.,0,  0a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Indian Chief, no,  0,  0.,0,  0a,3d,  2h,2f,  2,0,  1, no,  000000000000000
French Inf.,  nil, 0,  1.,0,  4a,2d,  2h,3f,  7,0,  0, U1,  100010001000001
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Ato, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Ato, 000001000000010
Munroe,       nil, 0,  0.,0,  0a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Militia,      nil, 0,  1.,0,  3a,2d,  2h,2f,  5,0,  1, U2,  000000000000000
War Party,    nil, 0,  1.,0,  4a,2d,  2h,2f,  8,0,  0, X6,  000001000000110
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, Ato, 000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Ato, 000000000000000
Horsemen,     Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Ato, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Ato, 000000000000000
Archer,       nil, 0,  2.,0,  3a,2d,  2h,2f,  5,0,  0, U3,  000001001000000
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, Ato, 000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Ato, 000000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ato, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Ato, 000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Ato, 000000000000000
Mortar,       nil, 0,  1.,0, 10a,4d,  4h,4f, 30,0,  0, Alp, 010010001000001
Cannon,       nil, 0,  1.,0,  8a,1d,  2h,3f, 14,0,  0, X5,  000000000000000
Fort Cannon,  nil, 1,  1.,1,  7a,0d,  2h,2f,  8,0,  0, U2,  000000000010010
Artillery,    no,  0,  1.,0,  8a,1d,  2h,3f, 14,0,  0, no,  000000001000001
Fort1,        no,  0,  0.,0,  0a,3d,  3h,3f,  4,0,  1, no,  000000000000000
Fort2,        no,  0,  0.,0,  0a,3d,  3h,3f,  4,0,  1, no,  000000000000000
Girl,         no,  0,  1.,1,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Daughter,     no,  0,  0.,1,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Montcalm,     no,  0,  0.,2,  0a,4d,  4h,2f,  4,0,  1, no,  000000000000001
Canoe,        nil, 2,  2.,0,  0a,1d,  1h,1f,  4,2,  4, nil, 000000000000000
Schooner,     no,  2,  3.,0,  4a,2d,  2h,2f, 18,3,  4, no,  000000000000000
Hunter's Arc, no,  2,  1.,0,  0a,4d,  3h,3f,  4,4,  4, no,  000000000000000
Battery,      nil, 1,  1.,2,  7a,0d,  2h,3f,  4,0,  0, U1,  000100001010000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, Ato, 000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, Ato, 100000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Ato, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Ato, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Ato, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Ato, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Ato, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ato, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Ato, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Ato, 001000000000000
Indian,       nil, 0,  1.,0,  0a,0d,  1h,1f,  8,0,  5, U3,  000000000000000
Scout,        nil, 0,  1.,0,  2a,1d,  2h,2f,  8,0,  6, X1,  000001000000011
British Ally, no,  0,  1.,0,  3a,2d,  2h,2f,  4,0,  0, no,  000001000000010
Freight,      nil, 0,  2.,0,  3a,1d,  1h,1f,  5,0,  7, Ato, 000000000000000
French Ally,  no,  0,  1.,0,  3a,2d,  2h,2f,  4,0,  0, no,  000001000000010
French Mil,   nil, 0,  1.,0,  3a,2d,  2h,2f,  5,0,  1, U1,  000000000000000
Scalp Hunter, nil, 0,  4.,0,  4a,1d,  2h,3f,  6,1,  0, U3,  001001000000011
British Inf., nil, 0,  1.,0,  4a,2d,  2h,3f,  7,0,  0, X5,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Unkas,        no,  0,  1.,1,  5a,3d,  3h,3f,  4,0,  0, no,  000001000000011
De Montcalm,  no,  0,  1.,1,  5a,4d,  4h,3f,  4,0,  0, no,  000001001000001
Tom Hunter,   no,  0,  1.,1,  5a,3d,  3h,3f,  4,0,  0, no,  000001000000111
Natty Bumppo, no,  0,  1.,1,  5a,3d,  3h,3f,  4,0,  0, no,  000001000000011
Officer,      no,  0,  1.,1,  5a,3d,  3h,3f,  4,0,  0, no,  000000001000001
Bear,         no,  0,  1.,0,  5a,3d,  2h,2f,  4,0,  0, no,  000000000000010
Duncan,       no,  0,  1.,1,  5a,3d,  2h,3f,  4,0,  0, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  2,3,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Wild Rice,  1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Wild Turkey,2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Redwood,    2,3,  1,2,3,
Elk,        2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Wilderness,     Great Spirit,Great Spirit
Monarchy,       Marquis,     Marquis
Parliament,     Minister,    Minister
Primitivism,    Chief,       Chief
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Chief,        Chief,               0, 1, 1, Indian,      Indian,      1,  1, -1,     1,  Chief,  Chief, 2, Warlord, Warlord
Chief,        Chief,               0, 2, 0, Indian,      Indian,      1,  1, -1,
Chief,        Chief,               0, 3, 3, Indian,      Indian,      1,  1, -1,     4,  Chief,  Chief, 6, Warlord, Warlord
Chief,        Chief,               0, 4, 0, Indian,      Indian,     -1, -1,  1,     1,  Chief,  Chief, 2, Warlord, Warlord
Chief,        Chieft,              0, 5, 1, Indian,      Indian,      1,  1, -1,     4,  Chief,  Chief, 5, Warlord, Warlord
Chief,        Chief,               0, 6, 1, Indian,      Indian,      1,  1, -1,     6,  Chiefr, Chief
Chief,        Chief,               0, 7, 2, Indian,      Indian,      1,  1, -1,     2,  Chief,  Chief,
Chief,        Chief,               0, 1, 0, Indian,      Indian,      1,  1, -1,     2,  Chief,  Chief, 4, Patriarch, Matriarch
Chief,        Chief,               0, 2, 0, Indian,      Indian,      1,  1, -1,
Louis XIV,    Joan of Arc,         0, 1, 0, French,      French,      0,  1, -1,     4,  Chief,  Chief, 6, Chief, Chief
Chief,        Nazca,               0, 4, 0, Indian,      Indian,      1,  1, -1,
Chief,        Chief,               0, 5, 0, Indian,      Indian,      1,  1, -1,     3,  Chief,  Chief
Henry VIII,   Elizabeth I,         0, 6, 3, English,     English,     1,  1, -1,     4,  Warlord, Warlord, 6, Warlord, Warlord
Chief,        Chief,               0, 7, 0, Indian,      Indian,      1,  1, -1,
Chief,        Chief,               0, 1, 0, Indian,      Indian,      1,  1, -1,     4,  Chief,  Chief
Chief,        Chief,               0, 2, 2, Indian,      Indian,      1,  1, -1,     2,  Chief,  Chief, 6, Warlord, Warlord
Chief,        Chief,               0, 3, 3, Indian,      Indian,      1,  1, -1,     1,  Warlord, Warlord
Chief,        Chief,               0, 4, 3, Indian,      Indian,      1,  1, -1,     4,  Chief,  Chief
Xerxes,       Chief,               0, 5, 0, Indian,      Indian,      1,  1, -1,     2,  Chief, Chief,  4, Warlord,Warlord
Wilderness,   Chief,               0, 6, 1, Indian,      Indian,      1,  1, -1,
Sitting Bull, Chief,               0, 7, 0, Sioux,       Sioux,       1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













